This humble site houses an archive of news and announcements from Simutronics Corporation's text-based massive multiplayer online roleplaying game GemStone IV. The most recent announcements are on the entry page and a more comprehensive archive can be accessed through the links on the right sidebar. You may also narrow the focus through the various labels on the lower righthand side of this page. Click on the title of each post for the original post in the official GSIV message boards. Keep in mind, however, that if the post had been pushed out of the official boards, the link will take you to the GemStone IV announcements folder.
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Showing posts with label clerics. Show all posts
Showing posts with label clerics. Show all posts

Holy Receptacle (325) and Shrines

Author: GS4-ESTILD
Date: 11/13/2008 9:52:53 PM

Shrines will now provide a bonus or penalty for Clerics when they BLESS a gem to create a holy receptacle (325). Being in a shrine of the Cleric's deity will provide the greatest benefit. Being in a shrine of another deity who is aligned with the Cleric's deity will provide a smaller benefit. And being in a shrine of another deity who is opposed to the Cleric's deity will provide a penalty.

Magical Workshops will no longer provide a bonus to success.

Minor failure, as defined by the gem not exploding, will no longer prevent the gem from being sold to a gem shop.

GameMaster Estild
Cleric/Empath Team

This message was originally posted in Clerics, Cleric Spells. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=25&topic=26&message=7996

Doubts, Dispelled?

Author: GS4-NAOS
Date: 7/11/2008 8:55:29 PM


Dateline 7/11/2008: DOUBTS, DISPELLED?

Perhaps, or perhaps not. Time will tell. Magic, on the other hand, certainly can be!

Powered by reworked core magic dispelling mechanics, 'new' mass dispel spells have been added to the Major Elemental and Major Spiritual spell circles. These, named Elemental Disjunction and Spiritual Abolition respectively, fill the previously empty 30th level slots.

Spells 530 and 230 will dispel a random number of spells from a target, favoring spells from the same sphere before out-of-sphere spells. Diligent training in the appropriate spell circle (Major Elemental for spell 530, Major Spiritual for spell 230) helps to increase the minimum number of spells dispelled. Caster and target levels are also factored in determining the number of spells dispelled. At minimum one spell will always be dispelled.

For the purposes of in-sphere and out-of-sphere designation, spells from hybrid spell circles are considered to be in-sphere for both (e.g. Sorcerer Base spells are considered in-sphere for both Elemental and Spiritual dispels, Empath base spells are considered in-sphere for both Spiritual and Mental dispels, etc.).

The mana cost for these mass dispel spells is a static 30 mana.

With these new spells, and new core dispel mechanics, come some enhancements to spells 417 and 119, Elemental Dispel and Spiritual Dispel.

The mana cost for these spells is now reduced by one (1) mana per seventy-five (75) skill bonus in the mana control skill appropriate for the spell. Additionally, a chance to inflict nerve damage has been added when dispelling a prepared spell from a target as an added benefit.

The mana costs for dispelling a prepared spell or burning a target's mana remain a flat 17 mana, and are NOT affected by mana control skill training. The sphere interference cascade effect, triggered when single dispel spells of different spheres are used on the same target in combination, remains intact.

With the addition of spell 230 Spiritual Abolition, the 40th level Empath Base spell slot, previously home to the Empathic Dispel spell, has been freed for future development.

This message was originally posted in Magic Spells and Systems, Magic Systems. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=15&message=2630

Re: Spiritual Lore Review

Author: GS4-ESTILD
Date: 5/15/2008 11:01:39 AM


The Cleric spell circle lore updates are now live. The specifics of this update can be reread at:

https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606

Since the original post, we've made the following changes:

Bane/Smite (302):
The lore bonus for this spell is being revisited and will not be updated at this time.

Bless Item (304):
This spell will now use Cleric spell ranks to determine the duration and is not restricted by the character's level. It has a base 20 swings + 3 x number of Cleric spell ranks. When casting from a magical item or scroll, every two skill ranks (for the appropriate activation method) count as 1 spell rank.

Preservation (305): This spell will now use Spiritual Lore, Blessings, instead of Religion, to extend the duration.

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=2597

RUMMAGE and Holy Receptacle (325)

Author: GS4-OSCURO
Date: 5/14/2008 10:21:55 PM


The RUMMAGE verb has been updated to find Holy Receptacle (325) blessed gems of the common deity tier in a container; that is, Silver to Gold, Brimstone, Nexus, Chrism and Intercession blessed gems. This operates in the same fashion as rummaging for scrolls with spells, runestones or alchemy ingredients. The syntax is as follows:

RUMMAGE [in|on|under|behind] {container} HOLY {tier}

= - GM Oscuro - =

Cleric/Empath Team

This message was originally posted in Clerics, Cleric General Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=25&topic=31&message=1087

Re: Spiritual Lore Review

Author: GS4-ESTILD
Date: 4/6/2008 11:49:38 AM


The Major Spiritual circle lore updates are now live. The specifics of this update can be reread at:

https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=2528

Prayer of Communion (330) Updated!

Author: GS4-OSCURO
Date: 3/31/2008 4:56:19 PM


The Cleric spell Prayer of Communion (330) has received some updates:

- The COMMUNE verb has been introduced to allow a Cleric to choose to which deity they will be communing. Usage is COMMUNE {deity name|deity number}. COMMUNE LIST will provide a list of all gods to which one can commune. PREP/CAST and INCANT may still be used, but they will default to targeting the god to which the Cleric is CONVERTed.

- Previously, targeting an item with Prayer of Communion resulted in a bonus to success. This was, in spirit, meant to be used as a bonus for casting at holy symbols, however, it was applied to all items. Thus, this bonus has been removed and replaced with more appropriate modifiers.

- A Cleric communing to the god they are CONVERTed to will receive a bonus to success. Communing to a god in the same pantheon as the Cleric's god yields a smaller bonus and communing to a god in a different pantheon than the Cleric's patron will result in a penalty to success.

- A Cleric communing to a god in a shrine dedicated to that god receives a bonus to success.

- Training in Spiritual Lore, Religion now adds 2% per seed 6 summation of lore ranks to the success rate for Prayer of Communion.

- As before, overuse of the Prayer of Communion spell (i.e. frequent use within a short time period) can result in detrimental effects to the caster. These effects have been increased in magnitude a bit, as many previous effects were simply curses which could be removed with Remove Curse (315). A slight increase to failure rate has been introduced in the case of overuse. Overuse of the spell will be plainly indicated via messaging.

The new spell description can be found here: http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#330

= - GM Oscuro - =

Cleric/Empath Team

This message was originally posted in Clerics, Cleric Spells. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=25&topic=26&message=7455

PRAYER OF COMMUNION GUIDE

Author: GS4-ZYLLAH
Date: 3/31/2008 4:37:21 PM


To aid clerics in the use of one of their most precious gifts from the Arkati, Brother Willoughby Hornsmith (old blowhard that he is) has taken time to share with his Brother and Sisters his expertise on Communing. His words of wisdom can be found here: http://www.play.net/gs4/info/spells/communion.asp




We hope that this guide will help clerics make better use of one of their highest level spells by giving some ideas of what all goes into a good Commune. Commune is such an unusual spell, since it's entire purpose is a roleplay enhancement to the profession. But sometimes it can feel like trying to roleplay blind when not knowing what's really expected in order to succeed. So hopefully this will help! Along with the spell updates.

Clerics are also always encouraged to speak to other clerics who have successfully Communed in the past to get first hand accounts of their experiences. There is no one right way to Commune, but there are definitely some wrong ways to go about it. ;)

Zyllah

This message was originally posted in Clerics, Cleric Spells. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=25&topic=26&message=7454

Re: Spiritual Lore Review

Author: GS4-ESTILD
Date: 3/25/2008 8:00:35 PM


The Minor Spirit lore updates are now live. The Major Spirit, Cleric and Empath circles are in QC and should be following suit within a few weeks. The specifics of this update can be reread at:

https://www.play.net/forums/messages.asp?forum=102&category=1&topic=1&message=1606

In addition, the following, unmentioned changes will be included with their respected circles:

Call Lightning (125):
The cloud will now dissipate when the caster dies or logs out.

Bane/Smite (302):
The lore bonus for this spell is being revisited and will not be updated at this time.

Bless Item (304):
This spell will now use Cleric spell ranks to determine the duration and is not restricted by the character's level. It has a base 20 swings + 3 x number of Cleric spell ranks. When casting from a magical item or scroll, every two skill ranks (for the appropriate activation method) count as 1 spell rank.

Empathy (1108):
This spell was incorrectly using Mental Lore, Manipulation and Spiritual Lore, Spirit Summoning for its lore bonus. It has been corrected to use Mental Lore, Telepathy.

Troll's Blood (1125):
Spiritual Lore, Blessings will no longer reduce the interval of this spell's effect. It will now be determined by Spirit Mana Control at the rate of (SMC skill / 25).

Lore Application
Lastly, a new standard is being applied to all lore benefits. When calculating lore ranks, it will now use effective lore ranks, which is calculated by determining if the spell is native to the caster. If the spell is not, then Major spell circles will apply a divisor of 2 and Profession spell circles will apply a divisor of 3. Mana Controls will also test nativity and apply a divisor of 2 to all outside casters (although Raise Dead (318) is exempt from this rule). Minor spell circles are not subject to this design. For example, if a Sorcerer was casting Bless Item (304) from a scroll, only 1/3 of their Spiritual Lore, Blessings lore ranks would count for the lore benefit. Enhancive items which grant spell knowledge do consider the caster as knowing the spell, so full lore ranks do count. The Major Spiritual, Cleric, and Empath spell circles have all been updated to this design and other circles will be following suit in the coming month.

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=2&message=2416

For the Godless Among Us

Author: GS4-OSCURO
Date: 3/15/2008 3:52:03 PM


The CONVERT verb has been updated with a FORSAKE option. Choosing CONVERT FORSAKE will permanently clear your deity selection. Once you have forsaken the gods, you cannot select another god with CONVERT SET. Your only hope at regaining the favor of the gods is to find a Cleric able to cast Intercession (325, Tier 5).

= - GM Oscuro - =

Cleric/Empath Team

This message was originally posted in Gods and Minor Spirits of Elanthia, General Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=11&topic=2&message=566

Major Sanctuary (220) Updated!

Author: GS4-OSCURO
Date: 2/23/2008 4:17:51 PM


Major Sanctuary (220) has been updated to include 39 new sanctuary options corresponding to natural lesser spirits (the same as the subtypes for spirit servants). Additionally, a caster can select which natural sanctuary they will arrive in by using a runestone inscribed with the appropriate common rune (use the RUNE command for more information on how to create runestones). If the caster is not converted to a deity, then a cast of Major Sanctuary will result in him arriving in a sactuary created by lesser spirits local to the realm.

The Luukos sanctuary has been renamed from "Cavern Sanctuary" to "Underground Sanctuary" to not be confused with the "Cavern Sanctuary" associated with cavern spirits.

A huge "thank you" to GM Thandiwe for writing the descriptions for these rooms.

The new spell description can be found here: http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#220

= - GM Oscuro - =

Cleric/Empath Team

This message was originally posted in Magic Spells and Systems, Major Spiritual Circle. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=6&message=1884

Spirit Servant (218) Updated

Author: GS4-OSCURO
Date: 2/18/2008 7:25:31 PM


The spell Spirit Servant (218) can now be used to summon a new type of servant: snow servants (also with "glacier" and "alpine" sub-varieties).

= - GM Oscuro - =

Cleric/Empath Team

This message was originally posted in Magic Spells and Systems, Major Spiritual Circle. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=6&message=1874

Recipe Adjustments

Author: GS4-NAOS
Date: 2/10/2008 11:07:10 AM


The following recipes have been adjusted to be taught at rank 50 and to include the CHANNEL process to support training at and beyond rank 50 in the Trinkets skill. All players will be assigned to see a skilled master at rank 50 in Trinkets to receive one of these recipes. Skilled masters will update old versions of these recipes in recipe tomes as usual.

a blue crystal

The recipe given is as follows: add crystalline solution, add stargazer lily, simmer, add powdered snake-head cowrie shell, infuse mana, add 2 doses of golem bone from bone golems, boil, channel lifeforce and chant the Spirit Strike spell.

The recipe given is as follows: add crystalline solution, add stargazer lily, simmer, add powdered pale water sapphire, infuse mana, add 2 doses of golem bone from bone golems, boil, channel lifeforce and chant the Spirit Strike spell.

a slender mithril wand

The recipe given is as follows: add crystalline solution, add tufted hawk-owl ear from giant hawk-owls, boil, add powdered turquoise stone, simmer, add s'ayanad crystal, infuse mana, add mithril dust, channel lifeforce and chant the Major Shock spell.

The recipe given is as follows: add crystalline solution, add 4 doses of shelfae crest from shelfae chieftains, boil, add powdered turquoise stone, simmer, add s'ayanad crystal, infuse mana, add mithril dust, channel lifeforce and chant the Major Shock spell.

Additionally, to address the same issue in the Potions skill, a new recipe has been added at rank 50 for Wizard and Sorcerer. A similar recipe is forthcoming for Clerics and Empaths. All players will be assigned to visit the skilled masters at rank 50 in Potions to receive this recipe.

a glowing brilliant silver potion

The recipe given is as follows: add water, add 3 doses of ayana leaf, simmer, add 3 doses of centaur hide from centaurs, boil, add powdered yellow sapphire, infuse mana, add t'ayanad crystal, channel lifeforce and chant the Mass Elemental Defense spell.

Again, this issue remains OPEN for Clerics and Empaths at or beyond rank 50 in Potions, but a recipe is currently in the works. Hopefully, we'll have it for you ASAP. :)

--
Naos

This message was originally posted in Magic Spells and Systems, Alchemy Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=16&message=6361

Cleric Guild now open

Author: GS4-SORAYA
Date: 1/21/2008 4:39:31 PM


Greetings!

The guild is now open in Gyldemar forest. Many thanks to the clerics who participated with Edira and came along until the stone path that leads to the entrance magically appeared.

Huge thanks to GM Estild who toiled very hard to bring the guild to fruition. Ginormous (is that really a word? Heh) thanks to the QC team for getting it approved in super fast time!

Soraya

This message was originally posted in Towns, Ta'Illistim. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=14&message=2257

Cleric Spell Name Changes

Author: GS4-OSCURO
Date: 12/20/2007 7:25:16 AM


A few minor updates to Cleric spells have been made for clarity and consistence.

Prayer of Protection (303) has had its mnemonic changed from "warding" to "protection." "Warding" was an artifact of its old name before the de-ICEing.

Holy Blade (304) has become a misnomer as the spell can be applied to more than just blades. Its name has been changed to Bless Item and its mnemonic is now "bless."

Blinding (311) has been changed to Blind. This is primarily due to the name never changing after the de-ICE and secondarily because in our current spell naming schemes for single-name spells, we use infinitive verb forms and not gerunds. Its mnemonic is now also "blind."

= - GM Oscuro - =

Cleric/Empath Team

This message was originally posted in Clerics, Cleric Spells. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=25&topic=26&message=7117

Miracle (350) Released!

Author: GS4-OSCURO
Date: 12/7/2007 10:58:36 PM


The capstone Cleric spell, Miracle, has been implemented!

350 - Miracle [miracle]
Duration - Immediate

Type: Utility

The pinnacle of clerical magic can be seen when Clerics request a Miracle from their deity. A Cleric with knowledge of the Miracle spell can BESEECH his or her patron after he or she has died in a desperate plea to be brought back to life. Doing so comes at a cost of 50 Mana Points (MP). The Cleric calls the spiritual servants of the patron deity to sanctify the area and cause it to become a temporary Minor Sanctuary. This is done with the same limitations as the Minor Sanctuary spell, except that the failure rate is significantly reduced due to the patron's servants assisting the Cleric's call. Training in Spiritual Lore, Spirit Summoning reduces the failure rate.

If the formation of the sanctuary is successful, the Cleric is immediately resurrected by servants of his or her deity. The Cleric is returned to life with full Health and Spirit Points, however, all wounds remain on the Cleric's body. Training in Spiritual Lore, Blessings gives a chance that a Chrism-like effect (Tier 4 of the Holy Receptacle spell) is placed on the Cleric prior to their resurrection. The chance is 5% at 2 ranks up to 90% at 189 ranks.

A Cleric can only muster the spiritual strength to successfully use Miracle once every 24 hours. However, those truly dedicated to the study of faith can petition their patrons more frequently. By training in Spiritual Lore, Religion a Cleric will recover his spiritual strength more quickly, reducing the normal 24 hours by 1 hour at 4 ranks and up to 16 hours at 184 ranks.

Note: Using the BESEECH command at any other time will not cost the cleric 50 MPs.

Mana Points do not return while dead, so it may be wise to keep a reserve of mana when adventuring in dangerous locations.

A special thanks to GM Thandiwe who wrote the beautiful deity-specific messaging with aid from GMs Gyres and Lothwyn.

= - GM Oscuro - =

Cleric/Empath Team

This message was originally posted in Clerics, Cleric Spells. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=25&topic=26&message=6986

Spiritual Lore Review - Preview

Author: GS4-ESTILD
Date: 12/7/2007 7:28:16 AM


The conversion to GemStone IV brought many new things to our gaming environment and one important aspect was the inclusion of lores. The intent and design has always been that these skills would offer diversification between characters of the same profession. To further enhance this aspect of Spiritual magic, we have performed a review of the spiritual lores to identify new lore applications. Listed below are some of our planned updates. Please read carefully, as even though this is a lore review, some spells such as Spirit Guide (130) are receiving other updates.

If a spell is not listed and currently has a lore benefit, the benefit will remain as is. If a spell is not listed and currently has no lore benefit, then no new benefit is planned. If a spell is listed, the new benefit will replace the existing benefit unless noted otherwise.

Disease Resist (104):
Training Spiritual Lore, Blessings will increase one's resistance on the second attempt to ward a disease. The rate of increase is +2 at 1 lore rank, and has a maximum of +38 at 190 lore ranks.

Poison Resist (105):
Training Spiritual Lore, Blessings will increase one's resistance on the second attempt to ward a poison. The rate of increase is +2 at 1 lore rank, and has a maximum of +38 at 190 lore ranks.

Spirit Fog (106):
Training in Spiritual Lore, Spirit Summoning unlocks an ability at 40 ranks to cause the fog, when cast, to gather around the caster, concealing their form. After thirty seconds, the fog will dissipate, revealing the caster.
* The fog will continue to provide a bonus to hiding and defense while present, regardless of the lore benefit.
* The duration of this spell will be updated to be 1200 + 60 seconds per Minor Spiritual spell rank. If the caster leaves the local area for a while, the spell will dissipate early.

Spirit Warding II (107):
Training in Spiritual Lore, Blessings provides a chance to temporarily experience a +25 boost in a warding attempt. The chance of success is 1% at 10 lore ranks, and has a maximum of 12% at 186 lore ranks.

Locate Person (116):
Training in Spiritual Lore, Spirit Summoning allows the caster to locate others in different realms (variant amount required determined by distance). The required lore for distance is broken down into three tiers: adjacent (30), near-adjacent (60), and far (90). An example of adjacent realms is Wehnimer's Landing to the Shadow Lands; near-adjacent is Wehnimer's Landing to Icemule Trace; and far is Wehnimer's Landing to Ta'Illistim. In addition, at 30 ranks of lore, if the caster is present in a room where someone is located, they are able to trace back the magic and identify the origin if they cast the spell with no target within 30 seconds.

Spirit Strike (117):
Training in Spiritual Lore, Blessings allows for a chance for the spell to remain active for an additional attack. The chance is 3% at 5 lore ranks, and has a maximum of 48% at 200 lore ranks. Each subsequent attack reduces the chance by half.

Call Lightning (125):
In addition to the existing benefit, at 80 ranks of Spiritual Lore, Spirit Summoning, the spell is able to be cast indoors. Rangers with Nature's Touch (625) active can reduce this number to 40 to cast indoors.

Spirit Guide (130):
Training in Spiritual Lore, Spirit Summoning decreases the random range of the landing location.
* This spell will also be updated to factor in Physical Fitness to reduce the number of cycles of the nausea. Spirit Mana Control will reduce the severity of the sickness.

Light (205):
* The duration of this spell will be updated to be 1200 + 60 seconds per Major Spiritual spell rank. If the caster leaves the local area for a while, the spell will dissipate early.

Darkness (206):
* The duration of this spell will be updated to be 1200 + 60 seconds per Major Spiritual spell rank. If the caster leaves the local area for a while, the spell will dissipate early.

Living Spell (208):
* Training in Spirit Mana Control will decrease the required mana to cast a stolen spell at the rate of 1% per 2 ranks. The resultant mana cost is rounded up, with a minimum cost of 1.

Untrammel (209):
Training in Spiritual Lore, Blessings unlocks an ability at 10 ranks to create a persistent effect upon the caster. The duration is 600 + 30 seconds per Major Spiritual spell rank. While active, the caster will receive a second attempt (warding or maneuver) to avoid being webbed.

Silence (210):
Training in Spiritual Lore, Spirit Summoning unlocks an ability at 20 ranks which allows the caster to silence multiple targets with a single cast. Each additional target beyond the first requires an additional 20 lore ranks.

Bravery (211):
Training in Spiritual Lore, Blessings unlocks an ability at 50 ranks to cast a group version of the spell which lasts 60 seconds.

Interference (212):
Training in Spiritual Lore, Spirit Summoning increases the penalty to a target's defense when attempting to ward a follow-up spiritual spell at a rate of +1 at 5 lore ranks, and has a maximum of +16 at 200 lore ranks.

Heroism (215):
In addition to the existing benefit which boosts the self-cast bonus, training in Spiritual Lore, Blessings unlocks an ability at 65 ranks to cast a group version of the spell which lasts 60 seconds.

Frenzy (216):
Training in Spiritual Lore, Spirit Summoning increases the penalty to a target's defense when attempting to ward this spell at a rate of +1 at 1 lore rank, and has a maximum of +19 at 190 lore ranks.

Mass Interference (217):
Training in Spiritual Lore, Spirit Summoning increases the penalty to a target's defense when attempting to ward a follow-up spiritual spell at a rate of +1 at 5 lore ranks, and has a maximum of +16 at 200 lore ranks.

Spell Shield (219):
Training in Spiritual Lore, Blessings unlocks an ability at 80 ranks to cast a group version of the spell which lasts 120 seconds.

Prayer of Holding (301):
Training in Spiritual Lore, Religion increases the spell's strength when a target is held.

Smite/Bane (302):
Training in Spiritual Lore, Religion increases the minimum and maximum damage when mana is infused.

Holy Bolt (306):
Training in Spiritual Lore, Religion unlocks an ability at 30 ranks which causes an acidic degeneration against undead when the target is hit.

Benediction (307):
Training in Spiritual Lore, Blessings, provides for a chance for the group to receive a +15 AS bonus on a given attack. The chance of success is 1% at 6 lore ranks, and has a maximum of 15% at 195 lore ranks.

Well of Life (308):
In addition to the existing benefit, training in Spiritual Lore, Blessings decreases the Cleric's recuperation period by one second per rank.

Neutralize Curse (309):
Training in Spiritual Lore, Blessings increases the spell strength when attempting to neutralize a curse.

Remove Curse (315):
Training in Spiritual Lore, Blessings increases the spell strength when attempting to remove a curse.

Curse (715):
Training in Spiritual Lore, Spirit Summoning increases the spell strength of a curse when used on items.

Healing spells (1102 - 1105, 1111 - 1115):
Training in Spiritual Lore, Blessings provides for a chance for a scar to be healed when a rank 1 wound is cured. The chance is based upon the area and severity of the scar and can be broken down into 12 tiers. Each tier requires 10 additional lore ranks than the previous tier to unlock, and the chance of success is 20% + 0.5% per rank above the required tier.

Example: You have a rank 1 limb wound and no preexisting scar. It will require 10 ranks of lore to have a chance at no scar when the wound is healed. If there was a rank 2 scar on the limb, it would then take 50 lore ranks. If there was a rank 3 scar on the limb, it would then take 90 lore ranks.
Example: You have a rank 1 limb wound and no preexisting scar. It will require 10 ranks of lore to have a chance at no scar when the wound is healed. If there was a rank 2 scar on the limb, it would then take 50 lore ranks. If there was a rank 3 scar on the limb, it would then take 90 lore ranks.


Scar Rank -
Wound Location -Required Lore Threshold

1
Limbs10
 Nerves20
 Head/Neck30
 Body40


2
Limbs50
 Nerves60
 Head/Neck70
 Body80

3
Limbs90
 Nerves100
 Head/Neck110
 Body120



In addition, the formula of Mental Lore, Transformation reducing healing roundtime will be revisited. Level will no longer be a factor; it will now use Empathic spell ranks (capped at level). The previous reduction based upon level, and now spell ranks, will be slightly less than what it was before. However, the reduction based upon Transformation lore will increase to one second for every three ranks.

Adrenal Surge (1107):
Training in Spiritual Lore, Blessings unlocks an ability to restore lost stamina when cast. At 15 lore ranks, 25 stamina is stored. At 35 lore ranks, 50 stamina is restored. At 65 lore ranks, all stamina is restored. There is a cooldown period of 5 minutes when using this benefit.

Empathic Assault (1110):
* The current benefit when using Mental Lore, Divination will be replaced by Mental Lore, Manipulation. The current benefit when using Mental Lore, Manipulation will be replaced by Mental Mana Control.

Cry for Help (1116):
Training in Mental Lore, Telepathy will unlock an ability at 30 ranks so that the target will be able to observe the caster for a short duration rather than just an instantaneous glimpse. This will enable the target to see and hear the actions going on in the area in which the Empath cast this spell.

Herb Production (1118):
Training in Spiritual Lore, Spirit Summoning allows the caster to specify an herb for an attempt to produce it. The rarity of the herb affects the chance of success.

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.

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Alchemy Recipe Updates

Author: GS4-NAOS
Date: 11/17/2007 10:11:45 AM


A large number of Alchemy recipes have been updated.

The core of this update addresses the difficulty of collecting the large numbers of gems requried for training Potions and Trinkets skills. The majority of Alchemy recipes that previously used whole gems have been changed to use powdered versions of the same gem.

Additionally, the Alchemy shops in pure guilds will now stock a selection of powdered gems for sale. The gems available in a given guild are dependant on realm, and the requirements that profession has. If there are powdered gems that seem to be missing, and yet required in an Alchemy recipe, please post here and I will be happy to look into it.

Along with this update, the previously missed changes to Minor Spiritual recipes should now be live, including boil or simmer in many recipes that lacked either before.

As usual, ASK the skilled masters in your local guild hall to UPDATE your recipes books to have any recipes you have written updated.

--
Naos

This message was originally posted in Magic Spells and Systems, Alchemy Discussions. To discuss the above follow the link below.

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Major Sanctuary (220) Updated!

Author: GS4-OSCURO
Date: 11/13/2007 9:59:55 PM


Major Sanctuary (220) has been updated to include deity-specific messaging for casters that are CONVERTed to a particular god. The messaging upon entering and exiting the sanctuary, as well as the room descriptions themselves, are all affected. This is thanks to the talent of GM Thandiwe and GM Xayle.

Additionally, the duration on Major Sanctuary has been changed from 30 seconds per caster level to a base of 10 minutes + 30 seconds per rank in the Major Spiritual Circle.

The new spell description can be found here:
http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#220

= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Magic Spells and Systems, Major Spiritual Circle. To discuss the above follow the link below.

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Sanctuary Updates

Author: GS4-OSCURO
Date: 11/13/2007 1:37:54 PM


The spells Minor Sanctuary (213) and Song of Peace (1011) have received some updates. Many general sanctuary mechanics have been updated, as well. These updates include:

- The spells Calm (201), Living Spell (208), Silence (210), Bind (214), Slow (504), Sounds (607), Mass Calm (619), Holding Song (1001), Lullaby (1005) and Song of Noise (1017) are all now considered spells of war and cannot be cast in any form of sanctuary.

- Hiding is now allowed in sanctuaries.

- 213 and 1011 have been given a failure rate when cast in the presence of hostile creatures. All creatures over the level of the caster contribute to the failure rate based on the level difference. All creatures beyond the first that are at least 10 levels below the caster's level add a small amount to the failure rate. Training in Spirit Lore, Spirit Summoning for 213 and Mental Lore, Telepathy for 1011 reduces the failure rate of the spell.

- 213 has been changed to a base 10 minute duration.

- The caster of a 213-created Minor Sanctuary may now STOP 213 to end their sanctuary in 10 seconds.

- Sanctuaries now give a warning to the room shortly before they expire.

- Empaths and Clerics may SENSE a 213-created Minor Sanctuary.

- Scarab creatures (most commonly found when generated by traps) will now leave a sanctuary after they've left the body of the person that triggered the trap.

- Minor Demons previously could only interfere with the creation of 213 sanctuaries. This has been extended to 1011 sanctuaries.

- Abyran'sa demons can (as before) break 213 sanctuaries. Imps can now break 1011 sanctuaries.

- In the breaking and interfering formulas, the defender (sanctuary creator) has been given an opposing d100 roll, unlike before when only the sorcerer got a die roll. Additionally, a bug was fixed where the sanctuary strength was determined by Cleric spell ranks rather than Major Spiritual spell ranks. Previously, failing a break attempt was very unlikely. The new formula more properly examines the opposing casters' strength.

- Creatures now cast the same version of 213 as players rather than their own unique version. That is, they're now subject to the rules of casting, just like any other spell. This includes ability to fail due to armor hindrance as well as having their sanctuary interfered with or broken by a demon.

- A new item has been introduced; jagged glossy black shards, which have 3 charges (rubs) to break 213 or 1011 sanctuaries. These will start out as being released in small numbers through the treasure feeders, but will become available via Sorcerer Trinkets in Alchemy with GM Naos' next alchemy update, and (perhaps), by other means in the future. These items follow a similar breakage formula as demons, however the Magic Item Use skill increases the chance of breaking rather than sorcerer spells and demonology ranks.

The new spell descriptions for Minor Sanctuary and Song of Peace can be found here:

http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#213


http://www.play.net/gs4/info/spells/spelllist.asp?circle=10#1011


= - GM Oscuro - =

Empath/Cleric Team

This message was originally posted in Magic Spells and Systems, Developer's Corner - Spell Systems. To discuss the above follow the link below.

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Meditate

Author: GS4-ESTILD
Date: 11/13/2007 11:11:10 AM


Meditate, profession-based or from a chrism effect, has been updated to no longer account for the player's stance in determining the bonuses it provides. In addition, attacks from creatures will now interrupt it.

GameMaster Estild
Cleric/Empath Team

"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne

This message was originally posted in Empaths, General Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=26&topic=20&message=1555